Island Book I

A 64-page booklet which includes 48 pages of small island groups and atolls for adventuring: passing ships, damaged by storms, may drop anchor here for repairs or be breached on the rocks, marooning their crewman; or it may be the stronghold of pirates, the sanctuary of a secret religion, or a coven of witches. Included are three pages of charts for generating island terrain, natives and encounters, mysterious finds, and even volcanic eruptions. Ideal for insertion into a campaign expanding into maritime traffic and trade. The islands are mapped on hex grids in light gray for additions and changes by the Judge. A Judges Guild Campaign Hexagon Sub-System, approved for use with D&D.

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Note: This Judges Guild PDF is a scan of the actual original classic product produced 20 or more years ago. These are not recreations or reproductions. This is the real thing.

This is a fantastic, genre-free, system-free product: just maps of islands which can be used for any game system, allowing the GM to get on with the important stuff, like fleshing out the adventure, without having to draw a map of the island! T [...]

This is an excellent resource for a number of different settings and for virtually every genre. I've incorporated these maps into my fantasy, sci-fi, and modern military campaigns. For the price, you just can't go wrong if you can find a use for hex-ma [...]

Scanned from the early Judges Guild book. I have no complaints and for the price it was nice to be able to pick this up and be able to print as I need it. The generation charts are Old School. Heck, the whole thing is Old School and that's what makes [...]

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